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TechAngel85

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Everything posted by TechAngel85

  1. The updated isn't uploaded just yet, so don't get too excited and run to download it like I did.
  2. For STEP, specifically, it wouldn't provide any extra benefit. It would simply provide better compatibility for users that install HDT and other mods on top of STEP.
  3. This is more immersive than magically knowing everyone's and every thing's name.
  4. Agree, if plugin support is going to mainly be handed off, there needs to be some documentation. I've never seen any myself or I would have messed around with the FOMOD installer already.
  5. Just install the WAF-R patch. I'll correct this for you manual installers.
  6. That script works well. I tested it out for a few mods and had no issues.
  7. Okay. I'm just fixing to get off work. Won't be till Sunday when I can finish it up. Thanks for putting the mods together.
  8. https://forum.step-project.com/topic/9370-step-compilation/ You don't have the right plugins that are required.
  9. If you're installing all mods and want a Core and Extended profile, it's much easier to simply install all the mods in the order they're presented. The SKSE setting shouldn't be needed for STEP, but I went ahead and added it to the SKSE page since it's not going to hurt anything by being there.
  10. I've added the STEP Patches to the list on the Compilation page. I've also added a notice to the page. The STEP Patches page should be kept up-to-date for our own purposes so the information should be good....should be. ::
  11. Haha! I love Monty Python!
  12. There are three things we could do right now for the next release. Accept this mod (I don't see how it would cause issues with anything in STEP. My statement above is just because that's the proper testing of this mod.) Accept Draugrs Accept Deathbell HD (I had this installed almost since it's release, but just forgot about it.) Drop CQLA (It's not needed with BSW.)EDIT: Four things...been a long night.
  13. That's a dangerous thing that mod author did. You should never include skse.ini in your mod! Never! I would delete it and simply add the edits it makes for that mod to the skse.ini found in the skse installation. That mod author should be informed of this because it could cause a lot of problems for a lot of users.
  14. This is something that we often evaluate mods on..."beyond STEP" compatibility and those that reason you've stated did come up in our discussion. The main reason this hasn't been completely evaluated yet is because this is one of those mods that you have to simply play the game with for a while. Time is short for most of us. I haven't opened Skyrim for playing in at least a month or two. It's mainly been for testing. I'll be sure to add this to my personal playlist to test it.
  15. I don't think it's necessary to list on the authors on the mod page header when they're already listed in the table you've created. Nice work on the update for that, btw. Looks good.
  16. Awesome! Looking forward to it! There might be a way via scripts to detect and apply any necessary changes to newly added NPCs. Scripts are fairly powerful in what they can do. I, however, am not a scripter so don't quote me on that. As for new NPCs added, it's not too much of a concern for us. Players should be weary of updating any mods that are more than just textures for any current playthough. That's part of modding basics 101 and STEP is no different. Save game script cleaner has helped to solve some of this with scripted mods, but it's still best practice not to do it.
  17. New version of Skyrim HD has simply been accepted and rolled in. Really the only thing that was added was Dragonborn content and from my quick review the content was good. Remember that we're currently only using the landscape textures from the mod.
  18. I was just going to use the mod page to figure that out since DY didn't such good work putting that together. I wouldn't include any 4K textures, but since most of the baselines are 1K, having a 2K version would be nice. I often install the higher quality options myself.
  19. We've discussed useing this in other topics (don't remember which ones) and I don't remember the outcome of those discussions. If you're interested, you should be able to find them by searching. I think it's come down to requirements at the time and the fact that the extra features weren't needed for STEP. I'll mark it for testing anyway. Marked for Testing.
  20. It'll take me a while (week or so), but I'll put this together.
  21. This is the first time I've heard anything like this on children. Could you provide screenshots?
  22. Thanks for the reports everyone. I've never ran into those issues either and have ran through that opening scene 100+ times over the years. I have had some issue in interiors will missing floors and objects on my last playthrough which I suspect was DynDOLOD but I never could narrow it down and others couldn't confirm. @Nebulous I'll look into those things. This weekend is a bit crazy for me. Management and retail so I'm working nearly 32hrs over the next 3 days, so if any of the Staff are available please don't wait on me. I might not be available for a few days.
  23. The fixed file is up so let me know in the Bug Reports topic if there are any issues. These files that are needed are found in the main file on our Nexus page, not the Optimized Textures optional files.
  24. You're running the external installer. You shouldn't even have it on. Turn the internal installer back on and let MO decide when it should run the external installer for mods.
  25. I had been meaning to add this since it was installed in my personal setup. Marked for Testing.
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